/Engine/Source/Runtime/Renderer/Public/MeshPassProcessor.h
Submits the state and shader bindings to the RHI command list, but does not invoke the draw indirect. If function returns false, then draw will be skipped because PSO used by the draw command is not compiled yet (still precaching)
static bool SubmitDrawIndirectBegin ( const [FMeshDrawCommand](API\Runtime\Renderer\FMeshDrawCommand) &__restrict MeshDrawCommand, const FGraphicsMinimalPipelineStateSet & GraphicsMinimalPipelineStateSet, [FRHIBuffer](API\Runtime\RHI\FRHIBuffer) * ScenePrimitiveIdsBuffer, int32 PrimitiveIdOffset, uint32 InstanceFactor, [FRHICommandList](API\Runtime\RHI\FRHICommandList) & RHICmdList, [FMeshDrawCommandStateCache](API\Runtime\Renderer\FMeshDrawCommandStateCache) &__restrict StateCache, bool bAllowSkipDrawCommand )